02 Game Mechanics & Design Documents · 2018. 10. 22. · Game Mechanics Classification •More...
Transcript of 02 Game Mechanics & Design Documents · 2018. 10. 22. · Game Mechanics Classification •More...
02 Game Mechanics & Design Documents
Tvorba a dizajn počítačových hier (FMFI)
Návrh a vývoj počítačových hier (FIIT)
Michal Ferko
27. 9. 2018
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Game ClassificationClassifying games and identifying the target audience
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Platforms
• Arcades
• Consoles
• Computers
• “VR”
• Web/Facebook
• Mobile• “Toilet and bus” test
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Platform dependent development
• The platform usually dictates different I/O devices• Controllers
• Wii U
• Kinect
• Gyroscope
• Screens• Multiple screens
• HMD
• Single-platform games• Easier development, especially consoles• Targeting a specific market
• Multi-platform games• Need to solve differences in I/O devices• Varying game difficulty due to different I/O methods
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Time modes
• Turn-based• Pool, Chess, Heroes of Might and Magic, card games• Strategic, slower• Thinking in minutes• Less limited by controllers
• Real-time• More about reflexes• Thinking in milliseconds• Difference in controllers can make a huge impact on performance• Soccer, Counter-Strike, Pac-man
• Time-limited• A mix between turn-based and real-time• Boxing, Time-limited chess, Racing games
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Player modes
• Single-player• Multiplayer was limited by internet connectivity in the past
• 1v1 or local multiplayer• No AI
• Need to provide controller for both players
• Local Co-op• Like local multiplayer, but players help each other to reach a common
goal
• People vs. Environment – “PvE”
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Player modes (2)
• LAN multiplayer/co-op• Larger number of players
• Allows for teams competing against each other
• People versus People “PvP”
• Communication through talking (shouting)• Huge LAN parties (E-sports) organized every year
• Online multiplayer• In terms of programming usually very small differences compared to LAN
• Except Matchmaking
• Might need to provide chat and voice communication capabilities• 3rd party software exists (Steam, Ventrilo, TeamSpeak, Skype)• Theoretically unlimited number of players (WoW)
• Problems with bandwidth, so you always play with only a small subset of people
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Creating a game
• Need to target a specific group• Creating a game that will satisfy everyone is impossible
• Target a small subset of gamers
• Male aged 15-25 will probably play different games than Female aged 40-50
• Which of the categories is most fun?• Highly subjective
• Every combination of player/time/platform ensures a unique experience
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Goals of your game
• Entertainment
• Social
• Educational & Serious games
• Training and Recruitment
• Health and Fitness
• Marketing and Advertising
• Creativity
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Player Motivators
• Admire – Praise the sun, enjoy the art
• Beat – Show off that you’re better than others
• Boast – Show others what you achieved
• Complete – Finish something – quests, buildings, achievements…
• Socialize – interact with others
• Collect – get all the loot! Skyrim, Witcher, achievements
• Create – the urge to create something from nothing - Sim City, Minecraft, Besiege
• Destroy – the satisfying action of destroying – any FPS/RTS, almost any game
• Discover – Unravel something new – Minecraft, No Man’s Sky, MOBA…
• Express – Create something that expresses you – Minecraft, Cosmetics…
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Player Motivators
• Help – helping someone
• Cooperate / compete – this is self-explanatory
• Immerse – escape and become part of a different world
• Laugh – Guts & Glory, Saints Row IV,
• Master – Becoming a master of Piano Tiles, Dark Souls, …
• Nurture – Tamagochi
• Spectate – E-sports
• Strategize – Chess, any RTS, any 4X
• Study – Learn something
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Genres
• Action – physical challenges• Shooters
• First-person (FPS)
• Third-person
• Top-down
• Shoot’em’up
• Platformers
• Racing
• Fighting
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Genres (2)
• Adventure• Puzzles, story, freedom of choice
• Action-adventure
• Casino
• Puzzle
• Simulations – tycoons and sims
• Role-playing games (RPG)• Dungeons and Dragons
• Player have roles, gather treasure, kill creatures, improve their character
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Genres (3)
• Strategy• Turn-based
• Real-time
• Massive Multiplayer Online (MMO)
• Games don’t have only one genre! Each game is a combination of more genres• Skyrim - RPG, Adventure, FPS, occasional puzzles
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Other genres
• Sandbox games – non-linear gameplay• Open-world free roaming games with freedom considering when or
how to approach objectives
• Stealth• Remaining unseen and unheard, use objects/obstacles/special abilites
• Survival horror• Sub-genre of action-adventure
• Solve puzzles to progress to the next level
• Combat is present, but you are usually very weak
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Other genres (2)
• MOBA - Multiplayer online battle arena
• Tower defense - RTS sub-genre• Stop enemies from crossing a map by building shooting/blocking towers
• Upgradable towers
• Roguelike• Level randomization and permanent death
• Rogue (1980), Torchlight, FTL: Faster than Light, Binding of Isaac
• Music/Rhythm• Guitar hero, Audiosurf…
• 0451
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Game Mechanics
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What is a game?
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What IS a game?
• A game is a type of play activity, conducted in the context of a pretended reality, in which the participants try to achieve at least onearbitrary, nontrivial goal by acting in accordance with rules.
• A game is a system in which players engage in artificial conflict, defined by rules, that results in a quantifiable outcome.
• A game is a rule-based system with a variable and quantifiable outcome, where different outcomes are assigned different values, the player exerts effort in order to influence the outcome, the player feels emotionally attached to the outcome, and the consequences of the activity are negotiable.
• Many games, and game components, can be understood as state machines
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Games are unpredictable
• Otherwise, it will get boring fast
• Several ways to introduce unpredictability• Chance (Randomness) – Blackjack• Player choice – Rock, Paper, Scissors• Complex gameplay – combining simple understandable behavior that might create
complex (too complex to be predictable) outcome
• Small impact of player choice• The player starts to feel frustrated – their decisions do not matter
• Increasing player skill• Reduces the amount of unpredictability for complex gameplay
• Most games mix all three ways• Think of Warcraft 3 and name examples for each of the three
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What’s in a game?
• Assets• Sounds
• Textures
• Models
• Animations
• Levels
• Behavior• How individual objects interact
• How is the game played
• What are the unwritten rules
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Game Mechanics
• Rules of a game
• Not printed instructions that the player is aware of
• Rules are not known beforehand
• The game teaches the player as he progresses• This is where digital games differ from board games and card games
• Board and card games often require that the player knows the rules, so he does not make invalid actions
• But digital games have a complex system that enforces only valid actions
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Video Games are about problem solving
• Each mechanic creates challenges
• Provides tools to overcome challenges – solve problems
• Different challenges• Physical
• Mental
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Game Mechanics Classification
• More concrete than rules, include everything that affects the actual gameplay
• Example: Monopoly• Rules: several pages long• Mechanics: Rules + prices and rent of all properties, as well as the text of all Chance
and Community Chest cards
• Core mechanics – essential activities that players perform over and over• Most influental, affecting many aspects of the game• Interact with mechanics of lesser importance
• Meta mechanics• Mechanics wrapped around core mechanics, tying them together• Progression mechanics
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Game Mechanics
• Storylines in Skyrim
• Combat in Skyrim
• Leveling in Skyrim
• Lockpicking mini-game in Skyrim
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Game Mechanics
• Storylines in Skyrim• Meta
• Combat in Skyrim• Core
• Leveling in Skyrim• Meta
• Lockpicking mini-game in Skyrim• Support
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Mechanics are media-independent
• Mechanics are not tied to a single medium
• Board games consist of cards, dice, board, ...
• Video games consist of code and assets
• But some games can be identically implemented as a board game and a video game
• Relationships between entities remains the same• You interact differently (mouse/keyboard vs. actual moving)
• Using different media can help prototyping• Create a paper prototype
• Some mechanics are hard to implement without a computer• Physics simulation
• Games can use multiple media at once
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Five types of mechanics
• Physics• A core mechanic in many games: FPS/Racing/Sport games, Portal, Angry Birds, Braid
• Internal economy• Mechanics of transactions involving game elements that are consumed, collected, traded. Typically,
these elements are called resources• Example: resources in Counter-Strike – what are those?
• Progression mechanisms• Describes how the player progresses through the game world
• Getting to a particular place, obtaining an item, unlocking a door, ...
• Tactical maneuvering• Placement of game units on a map
• Strategic advance by placing units in possible locations (e.g. Chess)
• Social interaction• Teams, clans, giving gifts, trading items, creating alliances, ...
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Image from Game Mechanics: Advanced Game Design
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Image from Game Mechanics: Advanced Game Design
Game development stages
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• Image from https://digitalworlds.wordpress.com/2008/04/10/the-process-of-game-creation-the-game-design-document/
Development phases
• Concept - Start with a small team, work on a concept document
• Pre-production - Create GDD, TDD, ADD
• Prototype – not only gameplay, also art• “A working piece of software that captures onscreen the essence of
what makes your game special, what sets it apart from the rest, and what will make it successful.”
• Production – create mechanics & content
• Alpha, Beta, Gold
• Post-production
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Problem & Solutions
• Waterfall is not cool
• Moving towards Agile/Scrum• Very cool
• Game Development is inherently iterative
• Need to test various systems• Do players like XYZ?• Are the graphics good?• Is the music suitable?• Are the controls good?
• Build-Measure-Learn• Read “Agile Game Development with Scrum”
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Game documentationNecessary steps before starting the actual development
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Software requirements specification (SRS)• Complete description of the behavior of a system to be developed
• May include use-cases describing user interaction with the system
• Usually a structured document
• May evolve during development
• Serves as a communication tool between software developers and project managers (or even customers)
• Must contain lots (all) of information concerning the system
• Two teams developing from the same specification will get systems that perform exactly the same operations
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Structure of a SRS
• Introduction
• Overall description
• Specific requirements
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Structure of a SRS (2)
• Introduction• Purpose
• Definitions
• System overview
• References
• Overall description
• Specific requirements
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Structure of a SRS (3)
• Introduction
• Overall description• Product perspective
• System Interfaces
• User Interfaces
• Hardware interfaces
• Software interfaces
• Communication Interfaces
• Memory Constraints
• Operations
• Site Adaptation Requirements
• Product functions
• User characteristics
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Structure of a SRS (4)
• Introduction
• Overall description
• Specific requirements• External interface requirements
• Functional requirements
• Performance requirements
• Design constraints• Standards Compliance
• Logical database requirement
• Software System attributes• Reliability
• Availability
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Documents related to Game Design
• Concept Document
• Game Proposal Document
• Game Design Document (GDD)
• Technical Design Document
• Art Style Guide
• Project Plan
• Test PlanImage from The Art of Game Design: A book of lenses
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Concept document
• “pitch”
• Convey the goal and purpose of the game
• For management level to help “sell” the game• Assess viability, budget• Sell to management, investors, even the team
• Length varies, from 1-2 pages up to 5
• Written by the producer/creative director
• No well-defined form• List key things you want to communicate• Sort by importance• Most important first (since nobody might read the whole thing)
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Parts of a concept document
• Premise – high level concept, describe your game and how it is unique in a few sentences
• Player motivation – what will motivate the players? How do they win?
• Unique Selling Points – Why will players pick YOUR game?• What makes it different from the rest
• Target Market – Age, Gender(, Platform), …• Target rating (mature content, violence, …)
• Genre
• HW requirements (platform)
• License
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Proposal
• Follow-up of the concept document
• Early stage of a GDD
• Additional sections• Hook/unique selling point
• Audio, Visuals, Gameplay, Story, Mood
• Gameplay• First minutes of gameplay, online features, …
• Technology• Production details
• Team, Schedule
• Art, backstory, characters, …• Market analysis• Detailed budget, cost and revenue projections
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Game Design Document
• A Game Design Document is very similar to a SRS• It is not meant to “sell the idea” as the concept or proposal
• In addition to the complete description of the software, a GDD contains also the “art” part of a game
• The GDD must contain• Complete gameplay description – mechanics, interactions
• Description of all game elements (all creatures, NPCs, items, classes, story…)
• Can contain parts of the SRS
• Often 50 – 200 pages long
• It’s a living document
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Game Design Document (2)
• Is it necessary?• For teams, this is the “holy grail” they refer to when creating a game
• What about a one-man team?
• The form of a GDD is relatively loose• Certain sections are totally irrelevant for certain types of games
• Focus is on • Mechanics & Gameplay
• Storyline
• Characters
• Interface
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One of the possible structures of a GDD
• Game Interface• Complete description of all interfaces, their usability, production time and
cost, …
• Game World• All elements present in levels
• Doors, pick-up items, cinematics, triggers, characters, animations, …
• Gameplay mechanics
• Character abilities and items
• Game engine
• Incorporated concept art in all sections
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Technical Design Document
• Describes the engine on which the game will run
• Comparison to other engines on the market
• Technology production path• How they will get from concept to software
• Specific requirements and features, HW & SW
• Refers to the GDD/ADD
• Closer to the SRS, farther from the concept document
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Art Design Document
• Describe art that will be used throughout the game
• Mood boards
• Color palettes
• 2D sprites, 3D models
• Animation
• Techniques, software, workflows
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Production Plan
• Required team & allocation
• Tasks & time estimates
• When will we ship?
• Marketing strategy
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Example Concept Documents and GDDs
Super Mario, Race’n’Chase, BioShock, …
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Homework
• Prepare your game idea• Identify which genres/categories it belongs to
• Identify target audience
• Core mechanics (and their type)
• Short description of the game
• (Market analysis)
• Send by e-mail• Until 6. 3.
• So you can work on your GDD (Deadline is 13. 3.)
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Homework (2)
• Watch the Special Extra Credits videos featured by Unity: http://unity3d.com/learn/tutorials/topics/developer-advice
• Watch more tutorials at Unity: http://unity3d.com/learn/tutorials/modules• Recommended: Architecture, Graphics section, UI section, 2D section
• Watch the Extra Credits game design playlist: https://www.youtube.com/playlist?list=PLhyKYa0YJ_5BkTruCmaBBZ8z6cP9KzPiX
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References
• http://www.gamasutra.com/view/feature/131791/the_anatomy_of_a_design_document_.php
• http://www.gamedev.net/page/resources/_/creative/game-design/tom-slopers-format-for-game-design-specifi-r243
• http://sloperama.com/advice.html
• http://www.cs.tufts.edu/comp/150CIS/AnAntsLife/AnAntsLife-GameDesignDocument.pdf
• http://www.scribd.com/doc/53563149/Grand-Theft-Auto-Design-Document
• http://www.gamepitches.com/
• http://code.tutsplus.com/articles/effectively-organize-your-games-development-with-a-game-design-document--active-10140
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References (2)
• Novak, J. (2012). Game Development Essentials : An Introduction. Clifton Park, N.Y: Delmar. 3rd ed.• Chapters 1, 2, 3, 4, 11• Further reading: Chapters 10, 12
• Adams and Dormans (2012). Game Mechanics: Advanced Game Design (Voices That Matter).• Chapter 1 – Designing Game Mechanics
• Keith, C. (2010). Agile Game Development with Scrum. Addison-Wesley• Just read the whole book!
• Schell, J. (2014). The Art of Game Design: A Book of Lenses. A K Peters. 2nd
ed.• Must read for every single game dev
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Bonus slides
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Structure of a game development team
• Production
• Design
• Art
• Programming
• Testing and Quality Assurance
• Audio
• This is valid for large companies
• In indie games, the roles are reduced to only a few people
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• Image from https://digitalworlds.wordpress.com/2008/04/10/the-process-of-game-creation-the-game-design-document/
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Producers and Management level
• Executive Producer – “Project manager”• Management of the proposal (concept), prototype and production• Decides which games get made, money distribution, choosing the team
• Producer• Keeping the schedule, managing the budget…
• Creative director• Management position in design• Ensures the overall style and game content are consistent with the original vision• Helps maintain the art style while communicating with the art director
• Art director• Management of the art development• Determining the mood and look & feel of the game
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Design
• Often confused with art
• (Creative director)
• Lead designer• More hands-on to the actual product
• Gameplay development, documentation assembly and level design
• Keeping the vision of the game, the game mechanics, the overall story, breaking up mechanics into simpler parts and game balancing
• This is usually the “idea guy”
• Interface designer• Determines the layout, content, navigation and usability features of the
game UI
• The art team creates the style, which happens after the design stage
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Design (2)
• Level designer• Creates the environment of the game
• Some build only physical environments (or worlds)
• They might also create gameplay and incorporate it into the world
• Even writing dialogue or stories
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Art
• Lead Artist• Responsible for parts of the produced art assets• Concept Artist, Modeling Artist, Texture Artist, Animator…
• Concept Artist• Creates drawings and sketches of characters, environments and props• Fast way to visualize the looks and mood of the game
• Great for presenting an early concept
• Most of the concept art is not present in the final product• Might be used for loading screens, books, paintings… in the game
• Modeler• Create 3D assets (buildings, objects, characters) from 2D drawings (usually
concept art)
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Art (2)
• Texture Artist• Generating 2D images for 3D models• Photographing or drawing the textures• Work closely with the modelers
• Animator• Applies movement to game objects• Key-framing and motion capture• Skinning and Rigging
• Technical Artist• Bridge between artists and programmers• Understands the technical requirements and engine limitations• Ensuring artists use a consistent art pipeline and output assets in the correct format
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Programming
• Technical director• Creates the technical design for the project
• Overseeing, selecting tools and hardware, maintaining code standards• Build systems, patching systems, installers…
• Lead programmer• Supervisor of the programming team
• Does a lot of coding himself
• Graphics, AI, Audio, Physics, Interface, Network, Engine programmer
• Tools programmer
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